Page 1 of 1
importing .map s into RF edit
Posted: Mon Oct 27, 2008 3:47 pm
by GMer
is is possible to import a .map file info RF edit, or can RF edit not do that?
Re: importing .map s into RF edit
Posted: Mon Oct 27, 2008 6:47 pm
by Lucky_foot
Do you mean the level editor, RFeditPro (or something named like that?)
If that's the case, then yes you can. I did it yesterday with a terrain map I made.
Re: importing .map s into RF edit
Posted: Mon Oct 27, 2008 7:05 pm
by Juutis
In RFEditPro you can open a .map just like you would open a .3dt file. Just select the *.MAP file type when opening a file. Don't know about RFEdit, though, if that's what you really meant.
Re: importing .map s into RF edit
Posted: Mon Oct 27, 2008 9:14 pm
by GMer
Thank you very much, I checked and I use RFedit pro, so thank you for pointing that out for me, now I can use Nim's Mega 3D Terrain Creator in my game (*evil laugh*
)
Re: importing .map s into RF edit
Posted: Mon Oct 27, 2008 9:35 pm
by GMer
ok... I tried it and I get this:
** BSP Compile Version: 15
** Build Date/Time: Jan 31 2005,06:32:56
--- Load Brush File ---
Num Solid Brushes : 758
Num Cut Brushes : 0
Num Hollow Cut Brushes : 0
Num Detail Brushes : 0
Num Total Brushes : 758
--- Remove Hidden Leafs ---
PlaceEntities: No valid entities for operation 78.
Failed to remove hidden leafs.
Compile Failed: GBSP_CreateBSP encountered an error, GBSPLib.Dll.
.
What is operation 78?
Re: importing .map s into RF edit
Posted: Mon Nov 03, 2008 3:46 pm
by QuestOfDreams
Use the forum search.
Re: importing .map s into RF edit
Posted: Tue Nov 04, 2008 10:06 pm
by GMer
Found out what it was... I had all my entities outside the map
When I import the .map file into reality factory, for some reason around each area there is a change in terrain a block is created from the highest terrain height to the lowest, I can delete them, it is just a pain in the... you know.
Re: importing .map s into RF edit
Posted: Tue Nov 04, 2008 11:04 pm
by bernie
If you are making the terrain in nems. Wait for the next release of Equity. It will import nems terrains in obj format and make it into an actor without all those blocks.
Re: importing .map s into RF edit
Posted: Wed Nov 05, 2008 5:01 pm
by GMer
Thanks bernie!
When is the next version coming out?
Re: importing .map s into RF edit
Posted: Wed Nov 05, 2008 5:23 pm
by Jay
@bernie: Wow. That's really cool and will hopefully save some work...
Re: importing .map s into RF edit
Posted: Wed Nov 05, 2008 5:42 pm
by bernie
When is the next version coming out?
Within the next 2 weeks I would think. We've a lot of testing to do on another cool addition before we release.
Re: importing .map s into RF edit
Posted: Thu Nov 13, 2008 2:28 pm
by kiliman
Just waiting Bernie, u rock¡¡¡
Re: importing .map s into RF edit
Posted: Thu Nov 13, 2008 2:33 pm
by bernie
Not long now still some testing to do. We want to have it right don't we.
Re: importing .map s into RF edit
Posted: Fri Jan 09, 2009 5:02 pm
by GMer
I know why the blocks were in place, I forgot to turn off the hint brushes!
Though leaving them in does allow to create cool cave-like levels.